
1 qakej 



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J~UCHRL 




COPYRIGHT, 1887. BY FREDERICK A-S1QKE&, PUBLISH ER.HEW YORK . 



I LIBRARY OF CONGRESS. 



{UNITED STATES OF AMERICA. I 



i«d/ 



THE GAME 



EUCHRE 

BY JOHN W. KELLER 

Author of "The Game of Draw Poker" "Tangled Lives" etc. 

INCLUDING 

Treatises on French Euchre, Set-Back Euchre, etc. 

AND 

PROGRESSIVE EUCHRE. 



"He that will make a good use of any fart of his life must 
allow a large portion of it to recreation." — Locke. 



GC 



f 




NEW YORK 

FREDERICK A. STOKE 

Successor to White, Stokes, &> Allen 
1887 



fcoPYRlG^ 

AUG 23 i 



S-V/249 



Copyright, 1887, 
By FREDERICK A. STOKES. 



CONTENTS. 

PAGE 

PREFACE S 

CHAPTER I. 
Origin of Euchre ....... 7 

CHAPTER II. 
Description of Euchre. — Lone Hands. — Scoring . 1 2 

CHAPTER III. 
Technical Terms 22 

CHAPTER IV. 

Rules of Euchre. — Cutting. — Shuffling. — Dealing. 
— Discarding. — Exposed Cards. — Revoking. — 
Making the Trump. — Playing Alone. — Scor- 
ing. — Intimations ...... 26 

CHAPTER V. 

Laps and Slams. — Ja?nbone. — Jamboree , . 40 

CHAPTER VI. 

Railroad Euchre . 47 

3 



4 CONTENTS. 

CHAPTER VII. 

PAGB 

Two- and Three-Handed Euchre. — Three-Handed 
Euchre .51 

CHAPTER VIII. 
Progressive Euchre 57 

CHAPTER IX. 

Miscellaneous Variations. — French Euchre. — Na- 
poleon. — Set-back Euchre 64 

CHAPTER X. 
Points in Euchre 74 



PREFACE. 

Of the old and familiar games at cards, Euchre is 
among the most popular. This fact is due to its ex- 
treme simplicity and eminent respectability, for Euchre 
needs no monetary consideration to make it interest- 
ing to its devotees, and therefore suggests nothing of 
gambling. Like Whist, it is generally played simply as 
a means of amusement, the contestants being content 
with victory for victory's sake alone. While it does 
not tax the memory as severely as Whist, and is 
generally not so complex in character, Euchre is never- 
theless a game of skill, and its many points are worthy 
of intelligent consideration for the intellectual pastime 
they afford. As a social game it has always ranked 
well, and is often found in the bosoms of families 
where no other game at cards is known, or at least 
tolerated. That phase of the game known as "Pro- 
gressive Euchre " has attained especial popularity, and 
not infrequently is made the sole expedient of an 
evening's amusement for an unlimited number of 
pleasure-seekers. Less exacting than Whist, less ab- 



6 PREFACE. 

sorbing than Poker, less mathematical than Cribbage, 
Euchre is pre-eminently the sociable game at cards. 
At the Euchre-table the inveterate story-teller may 
relate his pet narration without being figuratively con- 
demned to death as would be very justly his fate at 
Poker ; Mrs. Grundy may interrupt the game to retail 
a bit of gossip without being frowned down as she cer- 
tainly would be at Whist ; here, too, a pious flirtation 
may be indulged in without fear of that testy reproof 
which would surely be given by a devoted Cribbage- 
player. In short, all the frivolities of a companionable 
evening may exist conjointly with a game of Euchre as 
they can exist conjointly with no other game at cards. 
It is to place before the public, with all possible 
simplicity and brevity, the rules of this light knd 
entertaining game, and at the same time to offer a 
few comments that will be instructive to novices and 
interesting to experts, that I have undertaken this 
treatise on Euchre. 

J. W. K. 

June, 1887. 



CHAPTER I. 

Origin of Euchre. 

Like the origin of cards themselves, the origin of 
liiost games at cards is obscure. Naturally, this ob- 
scirity has led to many different accounts, resulting 
from imagination rather than from data that can be 
substantiated. The origin of cards has been variously 
located in Egypt, India, China, and Arabia. Some 
people even claim that cards are pre-historic. But in 
all these cases, investigation — and the subject has 
been investigated by learned men for years — has 
shown that the respective claims are merely imagina- 
tive and fanciful. Of the theories mentioned, that 
respecting Egypt is probably the most popular. It is 
not unpleasant to the general mind to connect the 
symbols of cards with the Pyramids, or their mysteries 
with the Sphinx, and it is concordant with their 
alleged antiquity to suppose that they furnished 
amusement for the Pharaohs. Nor is it less gratifying 
to the imagination to believe that India, that land of 
storied jugglery and necromancy, should have fur- 



8 EUCHRE. 

nished the world with playing cards. The fact that 
gypsies commonly use cards in telling fortunes has led 
to the theory that these nomads introduced this 
means of amusement into Europe. This supposition 
is further fortified by the similarity of Hindustani 
cards to those of Europe. The facts of the case, 
however, indicate that cards were introduced from / 
Europe into India, rather than from India into/ 
Europe. The allegation that the Chinese invented 
the familiar cards of to-day is equally obscure ana 
far more untrustworthy. The claim that cards are of 
Arabic origin, rests wholly upon the statement of/a 
credulous writer to the effect that the Saracens intro- 
duced them into Europe by way of Spain. But pis 
writer, although he lived some four centuries ago, had 
no more authority for his declaration than I have 
to-day for indorsing the Egyptian, Hindustani, or 
Chinese theory. In all probability cards are of Euro- 
pean origin, and that of more recent date than most 
people believe. In no writing prior to the fourteenth 
century is there any mention of cards. Chess, dice, 
and other games of amusement and gambling are 
alluded to, and in some instances specifically described, 
by writers of the thirteenth century, and of [the first 
half of the fourteenth ; but nothing is said bf cards. 
While this is only negative proof as to the iime that 
cards came into use, it is better than no prdof at all, 
as is the case with all other theories. 



ORIGIN OF EUCHRE. 9 

While the origin of games at cards partakes of the 
obscurity of the origin of cards themselves, it is in a 
much less degree. For most games at cards are anal- 
ogous, and their relationship one to another is easily- 
traced. By this means the date of the invention and 
acceptance of the several games can be approximated, 
1 though not definitely arrived at. The majority of 
People that play cards are very credulous with regard 
tc these questions, and accept almost any story that 
m t y be told them. Many people look upon Euchre 
as me of the most ancient games at cards, and upon 
Dnvv Poker as one of the most modern. And yet 
anabgy shows that Poker, traced back through the 
games of Brag, Post and Pair, Ambigu, and Prime, 
bears a striking resemblance to Flush, one of the 
parem games at cards. 

Eucire, on the other hand, is traced back easily 
and directly to Triomphe, a well-known French game, 
which h turn was probably derived from Trionfo, a 
Spanish jame of the sixteenth century. The French 
settlers of America brought Trio7nphe with them, and 
transformed it into Euchre, which long ago became a 
national gime in this country. 

As in ell trick-making games, the invention of 
Euchre is cchieved by a change in the ranking order 
of the cares. This device has been resorted to with 
marked ingpnuity and all manner of results, the most 
remarkable of which, as noted by Dr. Pole, is that the 



10 EUCHRE, 

natural order of cards does not obtain in any trick- / 

making game. On this subject he says, " The natural 
order of the cards is the king, highest, then the queen, 
knave, ten, nine, and so on down to the ace, which is 
naturally the lowest of all. But, oddly enough, there 
is not, so far as we recollect, a single game where 
cards compete with each other in trick-making, ir 
which this natural order is preserved. In Whist, as w^ 
know, the lowest card for playing is put in the high$t 
position, while for cutting it remains the lowest. La. 
Piquet, it is the highest both for cutting and playitg. 
In Ecarte, the ace is put between the knave and the 
ten. In Bezique and Sixty-six, the ten ranks betveen 
the ace and the king. In Put and Calabrasell^ the 
three is the best card ; in Euchre the knave is th/ best 
in trumps, the ace in other suits ; while in Spo/ Five 
the rank" and order of the different cards in bla<k and 
red suits, and in trump and plain suits, is absurdly 
complex, the five being the best trump, thenihe ace 
of hearts whatever suit is trumps, and so on Now, 
the philosophy of this feature is well worji study. 
Every reflecting person must be aware that p.11 these 
distinctions are mere shams ; the playing of fie games 
would be precisely the same without the Ranges in 
the rank of the cards ; these changes are so firmly 
rooted in the constitution of the several gaifies, that it 
would be impossible to eradicate them." 

The man who would attempt such Eradication 



ORIGIN OF EUCHRE. n 

would be regarded as a lunatic. Therefore we must 
accept all these games, Euchre included, with their 
absurd variations of the order of cards, and study them 
as they exist. The following chapters will be devoted 
to every phase of the game of Euchre as it exists 
to-day. 



CHAPTER II. 

Description of Euchre. 

The most common form of Euchre is played by 
four people, with an ordinary pack of cards, minus 
the sixes, fives, fours, threes, and deuces. There are 
forms of Euchre in which the eights and sevens are 
also discarded, but these will be considered later. 
The first step in a game of Euchre is the selection 
of partners. This may be done either by agreement 
or allotment. It often occurs, among players well- 
known to each other, that preferences for partners 
exist, a consequence of former games or of personal 
likes or dislikes. While the latter should never be 
allowed to enter into any game at cards, and espe- 
cially into a game of Euchre, they cannot be elimi- 
nated altogether, and therefore must be humored. In 
Euchre, or in any game at cards played by partners, 
it is better that personal antipathy, if it must exist at 
all, should exist between antagonists rather than be- 
tween partners. The reasons for this are obvious. It 
is a fair assumption, however, that, in any sociable 



DESCRIPTION OF EUCHRE. 13 

game at cards, the contestants will endeavor to avoid 
any display of feeling likely to cause unpleasantness. 
That such endeavor is not always successful, every 
card-player knows. 

When no preference is expressed, or when prefer- 
ences clash, the partners are allotted by cutting the 
cards, the higher two of the four cards cut designating 
one firm of partners, and, of course, the lower two 
the other. 

When the momentous question of partners has been 
settled, and the players have taken their places at the 
table, partners always being seated opposite each 
other, the next step to be considered is the deal. This 
is determined by cutting ; and here, as in the case 
of cutting for partners, the ace ranks lowest and the 
king highest. Some people hold that in cutting for 
deal in Euchre, the knave should out-rank the king. 
This supposition is born of the fact that in Euchre 
the knave in trumps out-ranks the ace. The knave 
out of trumps, however, ranks not only below the 
king, but below the ace (except in cutting) and queen 
as well. Therefore, as there can be no trump before 
a deal, the knave in cutting must be considered lower 
than the queen and higher than the ten. 

The only other thing necessary for a player to learn 
before beginning the deal is the rank of the cards in 
Euchre. This, in suits not trumps, is the same as 
in Whist, viz. ace highest, and then kins, queen, and 



14 EUCHRE. 

so on in order to the deuce, which is the lowest. Suits 
in trumps have this difference in rank, however : the 
knave of the trump suit ranks highest, and is the 
best card in the game. It is called the right bower. 
The knave of. the other suit in the same color as the 
trump ranks next, and is the second best card in 
the game. It is called the left bower. For example : 
Clubs are trumps. The knave of clubs, therefore, is 
the right bower, and the knave of spades is the left 
bower. If spades are trumps, the knave of spades 
is the right bower, and the knave of clubs the left 
bower. And so it is with the other suits, the knave 
of diamonds being left bower to the knave of hearts 
when hearts are trumps, and vice versd when dia- 
monds are trumps. 

But when his color is not in trumps, the knave loses 
his powers, is no longer a bow ., and is soundly 
trounced by the smallest trump, or the ace, king, or 
queen of his suit. The rank of cards in Euchre is 
therefore illustrated by this example : Assuming that 
clubs are trumps, the knave of clubs or right bower 
is the best card. Then come in order the knave of 
spades or left bower, the ace, king, queen, ten, nine, 
eight and seven of clubs. The cards of red suits, 
hearts and diamonds, under this assumption, rank in 
order from ace, highest, to deuce, lowest. This con- 
dition applies to black suits when the trump is red. 

Before dealing, the cards must be well shuffled by 



DESCRIPTION OF EUCHRE. 15 

the dealer, and cut by the player at the dealer's right. 
This player is always one of the dealer's opponents, 
and in cutting must remove at least four cards from 
the top of the pack, and leave at least four cards at 
the bottom. 

Before the deal any player has the right to cut or 
shuffle the cards, but the dealer always has the right 
to shuffle them last. 

In Euchre five cards constitute a hand, and these 
must be dealt, two at a time, to each player in turn, 
beginning with the player at the left of the dealer, un- 
til all are helped, including the dealer, and then three 
at a time to each player as before, thus giving to each 
contestant the requisite five cards. Or, if it be more 
agreeable to the dealer, he may help in turn each 
player with three cards and then with two; but he 
must not help one p yer to two cards and the next to 
three or vice versa. He must complete his deal as 
he begins it. 

When the dealer has helped each player with five 
cards, as described, he must turn up the next card for 
trumps, and leave it face upwards on the top of the 
pack. 

After the trump is turned, the play begins. The 
player at the left of the dealer examines his cards to 
see what he will do. He must either " order up " the 
trump or "pass." If he " orders up," the dealer must 
discard one card from his own hand, placing it face 



16 EUCHRE. 

downwards beneath the pack. The trump card then 
becomes the property of the dealer instead of his 
discard. 

If the player at the left of the dealer considers that 
his hand is not strong enough to " order up " the 
trump, and declines to do so, he must "pass;" that 
is, he must give the next player on his left an oppor- 
tunity to say what he will do. 

This next player is the dealer's partner ; and if, after 
examining his cards, he believes that they, assisted by 
the trump turned, are strong enough to win three 
tricks, he may "assist." "Assisting" is in effect the 
same as " ordering up " so far as the result affects the 
dealer's physical action. In each case he must dis- 
card one card and take the turned trump as a part of 
his hand. But there is an important difference be- 
tween " assisting " and " ordering up." In the former, 
the trump is turned into the hand of a partner ; in the 
latter, it is turned into the hand of an opponent. 
From this it will be seen that it requires a stronger 
hand to "order up" than to "assist." The player 
doing either, however, should feel reasonably certain of 
taking three tricks, except under certain conditions 
hereafter discussed. 

If the partner of the dealer refuses to "assist," he 
must "pass," and give the next player to the left an 
opportunity to say what he will do. This player must 
either "order up" or "pass." If he "orders up," 



DESCRIPTION OF EUCHRE. 17 

the dealer must act exactly as has been described in 
the case of the first player or " eldest " hand. 

If the third player "pass," the say comes to the 
dealer, who may either "take up" the trump or 
" turn it down." If he takes it up, he must discard 
one card from his hand, placing it face downwards 
beneath the pack, and then regard the turned trump 
as a part of his hand. 

If the dealer's hand should not warrant his taking 
up the trump, and he refuses to "take it up," he 
must " turn it down," placing the trump card face 
upwards beneath the pack. 

Should the dealer "turn down" the trump, the 
eldest hand then has the right to name the trump, 
which shall govern the game. In doing this he may 
name any suit but that originally turned up. Should 
his hand not warrant his making the trump, he must 
so declare. The usual form of this declaration is, 
" I pass the making." Should the eldest hand pass 
the making, the second player or dealer's partner may 
make the trump; but should he "pass the making," 
it becomes the third player's turn to make the trump 
or pass the making, and so on to the dealer, who must 
likewise make the trump or pass the making. If the 
dealer passes the making, he must turn the trump card 
face downwards on the top of the pack. Then a new 
deal must be inaugurated with the player at the im- 
mediate left of the dealer as the new dealer. In other 



18 EUCHRE. 

words, the deal passes to the opposing side under 
the circumstances described. 

But if the trump be ordered up, if the dealer's 
partner assists, if the dealer takes up the trump, or if, 
the trump being turned down, any player makes the 
trump, the play begins. 

The player at the left of the dealer has the lead ; 
that is, he must play the first card. All the other 
players must play in turn to this card, and each must 
follow suit (play a card of the same denomination as 
that led by the eldest hand) if he holds such a card. 
If he does not hold a card of the suit led, he may 
play any card he chooses. 

When each player has played to the lead, the four 
cards thus deposited on the table constitute a trick. 

A trick is won by the highest card of the suit led, 
if trumps are not played in the trick. Trumps beat 
all other suits. 

The winner of each trick must lead for the next 
trick until the hands are played out. 

Lone Hands. 

A lone hand is one with which a player undertakes 
to beat his two opponents without the assistance of 
his partner. This is an important feature of Euchre, 
and one entering prominently into every four-handed 
game. The object in playing a "lone hand" is to 
make all five of the tricks, an achievement that 



LONE HANDS. 19 

is always rewarded with the highest score possible 
at Euchre. Lone hands may occur as follows : — 

If the eldest hand order up or make the trump, 
he or his partner may play alone. 

If the dealer's partner assists or makes the trump, 
he or the dealer may play alone. 

If the player to the right of the dealer orders up 
or makes the trump, he may play alone, but his 
partner cannot. 

If the dealer takes up or makes the trump, he may 
play alone, but his partner cannot. 

No player can play alone after having passed the 
trump, or the making of the trump. 

No player can play alone without having announced 
his intention to do so before the lead is made. 

When any player has announced his intention of 
playing alone, no other player can play alone. (Usage 
in some quarters permits one of the opposing side to 
play alone if he chooses ; but this is not good Euchre, 
and is probably due to the influence of "Railroad 
Euchre," which will be considered at length later.) 

When either side has adopted or made the trump, 
neither player of the opposing side can play alone. 

When any player has expressed his determination 
to play alone, his partner must place his cards face 
downwards on the table, and remain silent throughout 
the playing of the hands. 



20 EUCHRE. 

Scoring. 

The only thing remaining to thoroughly describe the 
game of Euchre is an explanation of the counting or 
scoring. 

The game is five points. 

If the side which adopts or makes the trump, takes 
three or four tricks, it scores one. In Euchre as much 
is scored for three tricks as for four. 

If the side which adopts or makes the trump, takes 
all five tricks, it scores two. This is called a " march." 

If the side which adopts or makes the trump, fails 
to take three tricks, it is "euchred," and the opposing 
side scores two. 

If any player plays alone, and takes all five tricks, he 
scores four ; if he takes three or four tricks only, 
he scores one ; if he fails to take three tricks, he is 
euchred, and the opposing side scores tivo. 

The mechanical means for scoring are always at 
hand in a pack of cards. In the five-point game 
(for sometimes ten points are played), the two and 
three of diamonds are often used by one side as 
counters, and the two and three of hearts by the 
other. There is no reason why the black suits should 
not be used if the players so elect. These " counters " 
are laid on the table face downwards at the beginning 
of the game. As the game progresses, the " counters " 
are turned so as to expose a pip for each point made. 



SCORING. 21 

This is probably the simplest method of scoring, aside 
from that of the devices especially manufactured for 
this purpose. 

A more complicated method of scoring is as fol- 
lows : Each side takes a four and three of any denomi- 
nation. The face of the three turned up, with the 
face of the four turned down on it, counts one regard- 
less of the number of pips exposed. The face of the 
four turned up with the face of the three turned down 
on it, counts two regardless of the number of pips 
exposed. The face of three uppermost counts three, 
and the face of the four uppermost counts four. The 
advantage of this method is found in the fact that 
the exposure of pips has no bearing on the score. 
The position of the cards used in scoring marks the 
game. When the exposure of pips is depended upon 
to mark the game, the accidental shifting of the cards 
used in scoring sometimes causes errors, and more 
frequently disputes and misunderstandings. For this 
reason I would recommend the four and three for 
scoring. 



CHAPTER III. 
Technical Terms. 

In the preceding chapter I have endeavored to 
give a clear and comprehensive description of the 
game of Euchre without writing down the specific laws 
that govern players, or entering into a discussion of 
the variations and peculiarities of the game. My 
purpose in that chapter was to give to the reader a 
general idea of the most popular form of Euchre just 
as it is played. As the succeeding chapters of this 
book will be devoted to a more specific consideration 
of the rules and form of the game and the best way 
of playing it, and as such consideration involves the 
use of certain technical terms, I believe that a list of 
those terms will not be out of place here. They cer- 
tainly will be of use to the beginner, and that alone 
justifies the space they occupy. 

Assist. — The term used by the partner of the dealer 
to signify his desire for the dealer to adopt the trump 
turned up at the conclusion of the deal. 

Bridge. — When one side has made four points, and 



TECHNICAL TERMS. 23 

the other has made but one, the condition of the 
game is called " the bridge." 

Counters. — The cards used in scoring the game. 

Crossing the Suit. — If the trump made is different 
in color from the trump turned, the suit is said to be 
crossed. Example : All the players having " passed " 
a red trump turned up by the dealer, any player mak- 
ing black cards trumps crosses the suit, and vice versa. 
In other words, " crossing the suit " simply means 
changing the color of the trump. 

Discard. — The act of the dealer in exchanging a 
card from his hand for the trump turned. In regular 
Euchre, the dealer is the only player having the right 
to discard. 

Eldest Hand. — The hand at the immediate left of 
the dealer. 

Euchre. — The failure of the side making or adopt- 
ing the tramp, to score a point. Such a misfortune is 
described as "being euchred." 

Jambone. — To play a lone hand with the cards 
exposed on the table, and to give to that adversary 
having the lead, the privilege of calling one card from 
the exposed hand, to the first trick ; or, if it be the 
jambone player's lead, to allow this same adversary to 
demand what card shall be led. 

Jamboree. — The combination of the five best cards, 
viz., — right bower, left bower, ace, king and queen 
of trumps. Both jambone and jamboree will be 



24 EUCHRE. 

treated more fully hereafter. They are not found in 
the ordinary game of Euchre. 

Lap. — Lap is a term used to describe that variation 
of the regular game wherein any excess of points over 
the number necessary to win a game, is counted on 
the next game. Example : If a side needing but one 
point to win a game should make two points, it would 
be permitted in the "lap" game to count one point 
on the next game. In this instance the winning side 
would " lap " one point. 

Left Bower. — The knave of the same color but 
not of the same suit as the trump. Diamonds furnish 
the left bower to hearts as trumps, and vice versa ; 
while spades furnish the left bovver to clubs, and vice 
versa. 

Lone Hand. — A hand capable of winning five tricks 
from its adversaries, without the assistance of its part- 
ner. There is a difference between a " lone hand " 
and playing alone. 

Making the Trump. — When all the players have 
passed the trump turned up, and any one of them 
names a trump, such action is called "making the 
trump," or, more briefly and generally, "making it." 

March. — When two partners take all five tricks, 
they are said to have made a " march." 

Markers. — Synonymous with counters. 

Next in Suit. — Making the trump in the same 
color, but not the same suit, as that of the trump 



TECHNICAL TERMS. 25 

turned down. Hearts are next in suit to diamonds, 
and vice versa, while spades are next in suit to clubs, 
and vice versa. But black cards can never be next 
in suit to red cards, and vice versa. 

Ordering up. — The action of a dealer's opponent 
in commanding him to take the "turned-up trump into 
his hand. 

Pass. — To signify that you do not wish the turned 
up trump, or that you are unable to make the trump 
when the turned-up trump is turned down. 

Playing alone. — The attempt of a player to beat 
his adversaries without the assistance of his partner. 

Point. — One count in the score of the game. 

Revoke. — To refuse to follow suit when you are 
able to do so. This is the unpardonable sin in Euchre. 

Right Bower. — The knave of trumps. 

Scoring. — Keeping a record of the game. 

Stock. — That part of the pack remaining after the 
deal has been made. 

Taking up. — The action of the dealer in adopting 
the trump turned up. 

Trick. — The cards played to a single lead. The 
number of cards constituting a trick depends upon the 
number of players in the game. In a four-handed 
game, four cards make a trick; in a two-handed 
game, two cards, etc. 

Turning down. — The action of the dealer in 
refusing the turned-up trump. 



CHAPTER IV. 

Rules of Euchre. 

The rules of any game are very dry reading ; but as 
no game can exist without rules, Euchre has its laws, 
and they must be embodied in this little book, even 
at the risk of repeating something that I may have 
already said. I shall endeavor to atone for dryness 
and redundancy, however, by simplicity and brevity, 
and such an arrangement of the rules as will make 
them of easy reference. In this arrangement I have 
not depended alone upon my own knowledge of the 
game, but have carefully consulted the best writers 
upon the subject. I place the result before the public, 
therefore, with a fully developed hope that it will 
prove satisfactory. That they may be more easily re- 
ferred to, I have grouped the rules under the names 
of the phases of the game, to which they apply. 

Cutting. 

In cutting, the ace is lowest, the deuce next, and so 
on to the king, which is highest. 



DEALING. 27 

In beginning the game, each player must cut the 
cards, and those players cutting the highest two cards 
must oppose those players cutting the lowest .two 
cards. 

The player cutting the lowest card must deal. 
(Sometimes players cut for partners, and then again 
for the deal. But as the same rule governs both cases, 
it will be readily seen that cutting twice is unneces- 
sary.) 

If there should be a tie in cutting, the players 
making the tie must cut again. 

If a player exposes more than one card in cutting, 
he must cut again. 

Shuffling. 

Any player has the right to shuffle the cards, but 
the dealer may always shuffle them last if he chooses. 
This is his prerogative. 

After being shuffled the cards must be cut by the 
opponent sitting on the dealer's right. 

The cards must be placed on the table to be cut. 

The cards must be so cut as to leave at least four 
cards on the table, and to remove at least four cards 
from the top of the pack. 

Dealing. 

In dealing, five cards must be distributed to each 

player. 



28 EUCHRE. 

These must be dealt from right to left ; that is, the 
player at the left of the dealer is helped first, the deal- 
er's partner second, etc. 

The dealer may either deal two cards at a time in 
turn to each player, and then three, or he may deal 
three at a time in turn to each player, and then two. 
But he must always complete the deal as he begins it. 
He cannot deal two cards to one player, and three to 
the next ; or three cards to one, and two to the next. 
The penalty of violating this rule is a new deal for the 
opposing side, provided they claim the deal before 
looking at their cards. If either of the opponents, 
however, has seen his hand, no misdeal can be claimed 
on this account. 

After having given each player his complement of 
cards, the dealer must turn the next card face up- 
wards on the top of the pack. This is the trump 
card. 

A misdeal from any cause forfeits the deal. 

If a card too many or a card too few be given to any 
player, it is a misdeal. 

If the deal is made without the cards being prop- 
erly shuffled or cut, it is a misdeal. In this case, how- 
ever, the claim for a misdeal must be made before the 
trump card is turned, and before the adversaries look 
at their hands. 

If in dealing, a card be exposed by the dealer or 
his partner, the adversaries may claim a new deal, 



DEALING. 29 

provided they have not touched their cards. In the 
event of such a claim, a new deal must be made, but 
the deal is not lost. 

If the dealer's partner touch his cards during the 
deal, the adversaries may touch their cards without 
impairing their right to call for a new deal, should the 
opportunity occur. 

If an adversary displays a card, the dealer or his 
partner may call for a new deal if they have not seen 
their hands. 

If a deal is made out of turn, it is good unless the 
mistake is discovered before the dealer has discarded 
and the eldest hand has led. 

If a card is faced in dealing, a new deal may be 
called for, but the deal is not lost. Of course the 
facing of the trump card is exempt from this rule. 

If the pack is discovered to contain more or less 
than thirty- two cards, the deal is void, but all the 
points already made must stand. 

If a misdeal is caused by any interruption by the 
adversaries, the deal is not forfeited. (The object of 
this rule seems to be the protection of the dealer from 
the possible annoyance and interference of his oppo- 
nents. So far as this goes, it is admirable ; for certain 
players, who make a point of trying to confuse the 
dealer, need such restriction. On the other hand, 
however, some dealers will take advantage of this rule 
to endeavor to shoulder the blame of all their mistakes 



30 EUCHRE. 

upon their adversaries. The fault with the rule is, that 
it gives an opportunity for quibbles and disputes. The 
term " interruption " is too indefinite in its application 
to Euchre. What would be an interruption to one 
person might not be to another, and very naturally 
the dealer and his opponents would differ on a ques- 
tion involving so important a loss as the deal. It has 
been urged against this rule, that it favors the dealer. 
While this may be true in a certain sense, the rule is 
nevertheless justifiable, for the dealer in any game 
should always have every chance to deal correctly. 
Furthermore, no opponent has the right to do any 
thing that he knows will interrupt the dealer, whether 
the opponent regards his action as a justifiable inter- 
ruption or not. It is the dealer's right to preserve the 
deal, if he can, and he should be afforded all reason- 
able opportunity to do so. The application of this 
rule regarding interruption must depend largely upon 
the common sense of the players, where I think it is 

safe to leave it.) 

Discarding. 

If the dealer does not turn down the trump card, 
he must take a card from his hand and exchange it 
for the trump card. 

In making this exchange the dealer must place the 
card, taken from his hand, face downwards beneath 
the pack. The discard is not complete until this is 
done. 



DISCARDING, 31 

If the eldest hand makes a lead before the discard 
is thus complete, he cannot take back the card played, 
but must let it remain on the table. 

The fact that the eldest hand has led a card does 
not affect the dealer's rights. The latter may discard 
some other card, if he chooses, or he may play alone. 
(The theory of this rule is that the eldest hand has no 
right to lead until the discard is complete, and he 
must therefore suffer the consequences of unlawful 
haste.) 

If the dealer quits the discarded card, he cannot 
take it in hand again under any circumstances. 

After the discard has been completed, the dealer 
may leave the trump card on the top of the pack, 
until it is necessary to play it, or he may take it in 
hand. 

After the trump card has been taken in hand, no 
player has the right to demand its denomination, 
although any player has the right to ask what suit is 
trumps, and the dealer must answer correctly. 

If any player should play with more than five cards 
in his hand, or if the dealer should fail to discard, and 
not declare that fact before three tricks are played, 
the offending party is debarred from counting any 
points made in that deal, and the deal is lost. 

But under such circumstances, should the adverse 
side win, they may score all the points they make. 



32 EUCHRE. 

Exposed Cards. 

Cards are said to be exposed under the following 
circumstances : — 

When any card is dropped with its face upwards. 

When two or more cards are played at once. 

When a player indicates that he holds a certain card 
in his hand. 

When any card is so exposed by accident, or other- 
wise, that an opponent can distinguish and name it. 

All exposed cards may be called ; and the offending 
player may be compelled to lead or play such ex- 
posed card or cards, when it is legal for him to do 
so. 

Under no circumstances can an exposed card be 
called, if a revoke is thereby caused. 

If any player lead out of turn, his adversaries may 
demand of him to withdraw his card, and compel a 
lead from the player whose right it is to lead. 

A card improperly led must be treated as an ex- 
posed card, and may be called at any time during that 
deal, provided such calling causes no revoke. 

If any player should lead out of turn, and all the 
other players should play to that lead, the trick is 
good and must stand. 

If only the second or third player, or both, have 
followed a mislead, and the error is discovered before 
the fourth player has played, the trick is not complete, 



EXPOSED CARDS. 33 

and all the cards must be taken back, and the right 
player must lead. In this case the only player in- 
curring a penalty is that one making the false lead. 
His card must be treated as exposed, and may be 
called. 

If any player should play out of turn, his opponents 
may compel him to withdraw his card, and may con- 
sider the card thus improperly played as an exposed 
card, and may call it at any time during that deal, 
provided no revoke is caused thereby. 

If any player trump a card in error, and thereby 
induce an opponent to play otherwise than he would 
have done, the latter may take up his card, without 
penalty, and call upon the offender to play that trump 
at any time during that deal. 

If two cards should be played at once, an opponent 
may elect which of the two cards shall remain on the 
board, provided no revoke is caused. 

If a player should play twice to the same trick, 
an opponent may elect which of the two cards shall 
remain on the board, provided no revoke is caused. 
But if a trick should be turned with five cards in it, 
the opponents may claim a fresh deal. 

If a player, for any reason whatsoever, should throw 
his hand face upwards on the table, his opponents may 
call each and all of the cards so exposed, and the 
offender must play his cards as they are called. This 
rule does not apply to a lone hand. (The palpable 



34 EUCHRE. 

and just reason for this rule, and the exception, is as 
follows : In any game of partners, and particularly in 
Euchre, a card turned up on the table gives valuable 
information to the partner of the player turning his 
card or cards. Such action should therefore be penal- 
ized. But if a player is playing a lone hand he has 
no partner to benefit, and, hence, may throw his hand 
face upwards on the table, and still play it as he 
chooses.) 

If a player refuses to play an exposed card on call, 
his side forfeits two points to the opposing side. 

Revoking. 

As revoking is the greatest of sins in Euchre, its 
penalty is the severest. When a revoke occurs, the 
adverse party is entitled to add two points to their 
score. 

But if the revoke is discovered before the trick is 
quitted, or before the party making the revoke, or his 
partner, has played again, the error is not penalized 
as a revoke, but merely as an exposed card, the offend- 
ing party being compelled to rectify his error by with- 
drawing the misplayed card, playing correctly, and 
holding the misplayed card subject to a call. 

If a player corrects his revoke after his partner has 
played, the partner cannot withdraw his card ; but the 
opponent that has played may withdraw his card and 
play another if he chooses. 



PLAYING ALONE. 35 

If a revoke is claimed against adversaries, and they 
mix their cards or throw up their hands, the revoke 
must be taken for granted, and the penalty imposed. 

No party can claim a revoke after cutting for a new 
deal. 

A revoke on both sides forfeits to neither, but a new 
deal must be made. 

If a player makes a revoke, his side cannot count 
any point made in that deal. 

Making the Trump. 

Each player must wait until his turn to say whether 
or not he makes the trump. 

Any player making a trump cannot change the suit 
after having once named it. 

If a player should name the suit previously turned 
down, he forfeits his right to make the trump, and the 
privilege must pass to the next eldest hand. This rule 
holds good, no matter how palpable the causes of the 
error may be. 

Playing Alone. 

A player may play alone when he orders up, takes 
up, or makes a trump ; or when his partner assists, 
orders up, or makes a trump. 

If any player has passed a trump he cannot play 
alone with that trump. 

If any player has passed the making of a trump, he 
cannot play alone when the trump is made. 



36 EUCHRE. 

No player can play alone after a lead has been made 
by himself or by his opponents. 

No player can play alone when he or his partner 
is ordered up by an opponent. 

No player can play alone when the opposing side 
adopts or makes the trump. 

That the application of these rules may be made 
clearer, suppose that A and B are partners against C 
and D. A deals, and C orders it up. This prevents A 
or B from playing alone ; but either C or D may play 
alone, provided either of them claims the privilege 
before C plays a card. If C passes, and B assists, or 
orders it up, neither C nor D can play alone. But A 
or B may play alone, provided either claims the privi- 
lege before C leads ; and it must be borne in mind that 
C cannot legally lead until A has discarded. This 
point regarding the discard should always be well 
remembered by the holder of the eldest hand, or else 
he may find himself with an exposed card. But to 
continue the illustration: if B and C'pass, D may 
order up the trump and play it alone ; but none of the 
others can, for B and C have passed, and A is D's 
opponent. If B, C, and D pass, and A takes up the 
trump, A can play alone, but none of the others can. 
If A turns down the trump, and C makes it, then either 
C or D may play alone, but A or B cannot. If C 
passes the making, and B makes the trump, then A or 
B may play alone, but C and D cannot. If C makes 



PLAYING ALONE. 37 

the trump he may play alone, but none of the others 
can. If A makes the trump he may play alone, but 
none of the others can. Of course the choice to play 
alone, in all these cases, must be made before a card 
is played. Thus it will be seen that the rules govern 
in the making of the trump just as they do in the 
adoption of the trump turned up. 

If a player having the right to play alone, declares 
to do so, his partner cannot supersede him and play 
alone. (The theory of this rule is that a player in 
declaring to play alone binds his adversaries to play 
against his lone hand, and thus settles the game. 
After this there can be no change. Therefore, the 
player who has declared to play alone cannot be su- 
perseded by his partner ; that is, this partner cannot 
break the obligation incurred by the player declaring 
to play alone.) 

When a player declares to play alone, his partner 
must place his hand face downwards on the table, and 
leave it there until the hands are played out. 

If in placing his hand face downwards on the table, 
the partner of the player playing alone should expose 
any of his cards, whether by accident or design, his 
opponents have the option to compel him to play with 
his partner or not. 

In declaring to play alone, a player must announce 
his intention clearly and unmistakably. If he makes 
this announcement in indistinct or ambiguous terms, 



38 EUCHRE. 

or in any way so that his adversaries cannot under- 
stand him, and if a lead has been made before the 
declaration is fully understood, he forfeits his privilege, 
and must play with his partner. 

Scoring. 

The game consists of five points. 

If the side adopting or making the trump takes five 
tricks, it is entitled to score two points. 

If it takes three tricks, it is entitled to score one 
point. 

If it takes four tricks, it is entitled to score but one 
point, four tricks counting no more than three. 

If the side adopting or making the trump fails to 
take at least three tricks, it is euchred, and the oppos- 
ing side is entitled to score two points. 

If a player playing alone takes five tricks, he is 
entitled to score four points. 

If he takes three or four tricks, he is entitled to 
score one point. 

If he fails to take at least three tricks, he is euchred, 
and the opposing side is entitled to score two points. 
(Some Euchre players hold that when a player playing 
alone is euchred, the opposing side should be entitled 
to score four points. This is not fair on its face, for 
the player playing alone must take jive tricks in order 
to score four points, whereas it requires only three tricks 
for the combined strength of his adversaries to euchre 



INTIMA TIONS. 39 

him. Moreover, if the lone player takes three or four 
tricks, he can count but one point, while the same 
number of tricks gives to his opponents two points. 
It would be unfair, and against the chances of the 
game, to allow the opponents to count four for euchring 
a player playing alone. 

The penalty for a revoke takes precedence of all 
other scores. 

An error in scoring may be rectified at any time 
previous to the completion of the next deal. If it is 
not completed by that time, however, it must stand. 

Intimations. 

If a player intimates to his partner, in any way, 
what card the latter shall play, the opposing side is 
entitled to score one point. It matters not whether 
this intimation be in sign or word, this rule holds 
good. The only legal remarks in euchre are these, 
or such as are analogous to them : " What are 
trumps?" "Can you not follow suit?" "I think 
there is a revoke," " discard," and these may be used 
only by the person whose turn it is to play. 

If a player, when his side is at a bridge, call the 
attention of his partner to the fact so that the latter 
orders up, the latter forfeits the right to order up, and 
either of the opponents may play alone if he chooses. 

No player has the right to look at any trick but 
the last one turned. 



CHAPTER V. 

Laps a?id Slams. 

Various innovations have crept into the game of 
Euchre from time to time, some of which have become 
decidedly popular, while others have perished from 
inherent weakness. The phase of the game known as 
" Laps and Slams " obtains largely in the southern part 
of the United States, and has many admirers on ac- 
count of the fact that any and all points in excess of 
one game are counted on the next. In a long contest 
at Euchre, where laps and slams are played, no point 
is lost ; and therefore a temporary run of unusually 
good luck benefits the winning side more than it would 
in a series of ordinary games. 

The lap, as has been defined, means simply the 
addition to a new game of any and all points in excess 
of the number necessary to the completion of the pre- 
ceding game. For instance, if one side needs only 
one point to complete the game, and it should make 
two, the extra point is not lost as in the ordinary game, 
but is counted on the next game. So, too, if a player 



LAPS AND SLAMS. 41 

should play alone, and make four points under the 
circumstances mentioned, he would have the right to 
count three points on the next game. 

As the lap game is a specialty in Euchre, it cannot 
be played unless all the players have agreed to play it 
prior to the opening of the game. Its relation to 
Euchre is similar to that of jack pots to Poker, and it 
is not recognized in the regular game. The lap game 
may be played by two, three, or four people, and the 
rules of the regular game as already given govern it. 

With the lap is generally, if not always, found the 
slam- The latter is the rather appropriate term used 
to designate the fact that one side has won a game, 
while the other has failed to make a point. This feat 
entitles the victors to count the slam as two games. 
Laps are played in conjunction with slams ; and, if a 
side should make a point or points more than are ne- 
cessary to complete the slam, such point or points may 
be counted on the next game. For instance, if a side 
needed but one point to complete a slam, and should 
make that point by a march or euchre, it would be 
entitled to count the extra point on the next game, 
and to count its slam as two games. And if but one 
point were needed to complete a slam, and that point 
should be made by the successful playing of a lone 
hand, the extra three points should be counted on the 
next game. 

It has, been held by some writers on Euchre, that 



42 EUCHRE. 

in a game of laps and slams four points should be 
counted when a player attempting a lone hand is 
euchred. For my part, I cannot see the justice of 
this in laps and slams any more than in the regular 
game. In the former, four players are engaged as in 
the latter, and a lone player in the former has no more 
chances of success than a lone player in the latter. 
Why, then, should his defeat in laps and slams count 
more points for his opponents than his defeat in the 
regular game ? In each he pits his single hand against 
the combined strength of his opponents ; in each the 
chances of success or defeat are the same, and in 
each the penalty of failure should be the same. I 
have shown that the penalty of a lone player failing 
to capture three tricks in the regular game, should 
be two points for his opponents. And I certainly 
think, that, in view of the similarity of the condi- 
tions, such a failure in a game of laps and slams 
should be penalized with only two points for the op- 
ponents of the lone player. 

Jambone. 

Jambone and jamboree properly belong to the varia- 
tion of Euchre known as Laps and Slams. They are 
not found in the regular four-handed game, and really 
have but little to recommend them. In playing a 
jambone, the player's hand must be laid face upwards 
on the table. If the lead happens to belong to the 



JAMB ONE. 43 

jambone player, the opponent immediately at his left 
has a right to designate what card the jambone player 
shall lead, and the latter must lead that card. If it 
happens to be the opponent's lead, the player having 
the lead may call any card from the jambone hand 
into the trick, provided no revoke is made ; and the 
jambone player must obey. 

Under these conditions, if the jambone player takes 
all five tricks, he is entitled to score eight points. 

For example, if a player should find in his hand 
both bowers, the ace, king, and ten of the trump 
turned or made, and the conditions of the game per- 
mitted him to play a lone hand, he could declare to 
play jambone, and would immediately spread his hand 
face upwards on the table so as to be plainly seen by 
his opponents. Now, if it were the jambone player's 
lead, and the player to his left were to hold the queen 
of trumps, this player to the left could demand that 
the jambone player lead the ten of trumps, and the 
demand would have to be complied with. Or, if it 
were the opponent's lead, and the eldest hand held 
the queen of trumps, this eldest hand could lead that 
card, and command the jambone player to play his 
ten of trumps to it, and the jambone player would 
have to comply ; and so, in all cases, the eldest hand 
of the opponents has this privilege of calling one card 
from the jambone player's hand, provided no revoke 
is made thereby. 



44 EUCHRE. 

If the jambone player loses one trick, although he 
makes all the rest, he can count but one point. 

A player may play jambone only when he orders 
up, takes up, or makes the trump ; or when his part- 
ner assists, orders up, or makes the trump. He can- 
not play jambone with a trump he has passed, or with 
a trump whose making he has passed. Nor can he 
play jambone after a lead has been made. In short, 
the time for jambone-playing is governed by the laws 
governing " playing alone," which see. 

A jambone hand cannot be played when the oppos- 
ing side orders up or makes the trump. 

When the jambone player has the lead, only the 
opponent immediately on his left has the right to say 
which of the exposed cards shall be led. 

The right to call one of the exposed cards is for- 
feited when any information is conveyed between the 
opponents whereby a trick may be won. This applies 
to signs or any suggestion of speech. 

No call can be made after the first trick has been 
played. After that, the jambone player may play his 
hand as he pleases. 

If the dealer should play jambone, and should find 
that the trump turned was weaker than any card in his 
hand, he need not discard. But the turned-up card 
will indicate what trumps are. 

The player calling a card from the jambone hand 
must call it immediately he leads, or else forfeit the 
right to call. 



JAMBOREE. 45 

If the jambone player has the lead, the player hav- 
ing the right to call must call before a card is played, 
or else forfeit his right to call. In the case of forfeit- 
ure of the call, the jambone player has the right to 
play any card he chooses. 

If the jambone player fails to take three tricks, he 
is euchred, and his opponents are entitled to score 
eight points. 

Jambone playing requires nice judgment, consid- 
erable skill, and exceptionally strong cards. 

In playing against a jambone hand, it is always well 
to call the weakest card in the exposed hand to the 
first trick, and thereby give your partner an opportu- 
nity to beat it, even if you cannot do it yourself; for 
once that the jambone player gets the lead, he will 
play his invincible cards so as to swallow up every 
thing. 

Jamboree. 

Jamboree is the combination in one hand of the 
five highest cards in Euchre ; viz., the two bowers, ace, 
king and queen of trumps. It is not necessary to play 
a jamboree hand, for it is invincible. The mere an- 
nouncement of the fact that a player holds such a 
hand is sufficient ; and if he claims jamboree before 
a lead is made, and then shows his hand, he is entitled 
to score sixteen points. 

If a player holding a jamboree hand should play it 
as a jambone hand, he can score only eight points. 



46 EUCHRE. 

It is not probable that any one aware of the character 
of his hand, however, would do this. 

Jamboree, like jambone, cannot be played as jam- 
boree, when the opposing side orders up or makes the 
trump. The combination forming such a hand must, 
under these circumstances, be played as an ordinary 
Euchre hand. Of course it will take all the tricks, 
and the opposing side will be euchred ; but two points 
are all that may be counted. 

In the game of laps and slams it is possible to make 
a very large score with a single hand. For instance, 
if one side has made four points, and the other side 
has made none, and a player of the side having the 
four points plays a jamboree hand, he is entitled to 
count eight games for that play. The reasoning of 
this is as follows : The side of the jamboree player 
already had four points ; the score for the jamboree is 
sixteen points ; these added to the four already ob- 
tained, make twenty points, or four five-point games. 
But the opposing side had no points ; and, as the game 
of laps and slams allows any game to be counted as 
two when the opposing side has failed to score a point, 
the four games thus obtained may be counted as eight. 
Such a contingency as this, however, is not likely to 
occur often, although it is always possible. 



CHAPTER VI. 

Railroad Euchre. 

Railroad Euchre, so called from the rapidity with 
which its points are made, is one of the most popular 
variations of the game. Indeed, it is so well liked by 
card-players in general that it has, to a large extent, 
superseded the older and more conservative form of 
Euchre that has already been described in this book. 

Thirty-three cards are necessary for the game of 
Railroad Euchre. These are the thirty-two cards of an 
ordinary Euchre pack, and an extra card known as the 
joker. In some packs the joker is simply a blank 
card, while in others it is marked with a suitable 
device. 

The joker, or imperial trump as it is sometimes 
called, is always the best trump, no matter what suit 
may be turned. It beats the right bower, and conse- 
quently takes any trick in which it may be played. 

But there are also other points of difference between 
Railroad Euchre and the regular game. In the first 
place, the number of points constituting a game may 



48 EUCHRE. 

be fixed by agreement at ten, instead of five as regu- 
larly. 

If a player elects to play alone, he has the right to 
call for the best card in his partner's hand ; and his 
partner can give him such a card without letting the 
opponents see it, or in any way know what it is. Of 
course when the lone player receives this card from 
his partner, he must discard one card from his own 
hand, so as to have only five cards in hand when the 
play begins. 

When a player has declared to play alone, and has 
received his partner's best card, either of his oppo- 
nents may demand the other opponent's best card, and 
play single-handed against the lone player. 

If, under these conditions, the lone player fails to 
make three tricks, he is euchred ; and the opposing 
side counts four points. 

If the lone player takes all the tricks, he is entitled 
to score four points, as in the regular game. If he 
makes only three or four tricks, he can score but one 
point. 

If the joker should be turned up as a trump, the 
dealer must turn up the next card ; and the suit of 
this next card must determine the trump. But, in 
discarding, the dealer has the right to take the joker 
in hand, provided his side adopts the trump, or the 
opposing side orders it up. But while he can take 
the joker, he cannot also take in hand the other trump 



RAILROAD EUCHRE. 49 

card turned up, as the dealer has but one discard, and 
cannot play with more or less than five cards in his 
hand. 

Laps, slams, jambone, and jamboree are also played 
in Railroad Euchre, but only when agreed upon prior 
to the beginning of the game. Laps, slams, jambone, 
and jamboree are not recognized in either regular 
Euchre or Railroad Euchre unless by agreement j that 
is, no one expects to play them unless they are men- 
tioned. Figuratively they are the frills on the substan- 
tial shirt-front of Euchre, and must be ordered if they 
are to exist. 

In all other particulars the laws of the regular game 
of Euchre govern Railroad Euchre. ( Vide " Rules of 
Euchre.") 

As may readily be judged, the addition of the joker 
and the privilege of calling for a partner's best card 
make attempts at playing alone very frequent and very 
fascinating. Indeed, playing alone occurs more often 
in Railroad than in any other form of Euchre. 

And as the possibilities of playing alone increase, 
so does the importance of ordering up the trump 
increase. For instance, if the dealer's side has scored 
one or two points, and the dealer turns up the right 
bower or the joker, and the eldest hand is too weak 
to prevent the successful playing of a lone hand, it 
might be well for the eldest hand to order up the 
trump, as such action on his part would prevent a lone 



SO EUCHRE. 

hand, although it would almost certainly result in a 
euchre. But as a euchre counts only two points, and 
a lone hand counts four, and therefore would win the 
game, the economy of such a movement becomes 
apparent. Some players hold this to be good Euchre, 
while others prefer to take the chance of the partner 
of the eldest hand being able to balk the playing 
alone of either the dealer or his partner. But as the 
holder of the eldest hand has nothing but his own 
cards to judge from, it is probably safer in the long- 
run to order up the trump, and stand the consequent 
euchre. 



CHAPTER VII. 
Two- and Three-Handed Euchre. 

In two-handed Euchre the deal is settled by cut- 
ting, as in all other forms of the game. The cards 
must then be dealt alternately, beginning with the 
non-dealer and giving first two cards to each player 
and then three, or first three and then two. The 
non-dealer must then examine his hand, and say 
whether he orders up the trump or passes. If he 
orders up, the dealer must take up the trump 
and .discard : if he passes, the dealer must either 
adopt the trump or pass. If the dealer adopts the 
trump, the game begins with the non-dealer leading. 
If the dealer passes the trump, it then devolves upon 
the non-dealer to make the trump or pass the making. 
If he passes the making, the dealer then has the right 
to make the trump or pass the making. If the dealer 
should pass the making, a new deal is in order with 
the former non-dealer as the dealer. 

But if a trump is ordered up, adopted, or made, 
the game must begin with the non-dealer leading. 



52 EUCHRE. 

The dealer must play to this lead, and the two cards 
thus played constitute a trick. 

The winner of any trick must lead for the next 
trick. 

The joker and laps and slams may be played in 
the two-handed game, if the players so desire and 
agree prior to the first lead. 

In all other particulars the rules governing four- 
handed Euchre apply to the two-handed game, except, 
of course, in those points relating to partners and in 
the value given to a march. When a player in two- 
handed Euchre takes all the tricks, he is entitled to 
score but two points. But a euchre counts two, and 
three or four tricks only count one, as in the four- 
handed game. Of course there are no lone hands in 
the two-handed game in the sense that there are lone 
hands in the four-handed game. 

In playing the two-handed game, it is well to re- 
member that twenty-two cards remain in the pack, 
and when the joker is played twenty-three remain. 
In addition to this there is but one hand in opposi- 
tion, and therefore the trump may be ordered up or 
made on a much weaker hand than would be required 
to do the same thing in a four-handed or three-handed 
game. 

Three-Handed Euchre. 

Three-handed Euchre has been not inappropriately 
though somewhat vulgarly called the " cut-throat " 



THREE-HANDED EUCHRE. 53 

game. This murderous title is suggested by the pecul- 
iar conditions of the game, which make two of the 
players continually combine to vanquish the third ; 
and this combination varies with almost every deal, 
and always with the status of the players. For in- 
stance, let us suppose that A, B, and C are playing 
three-handed Euchre. A deals, B and C pass the 
trump, and A takes it up. B and C now endeavor to 
defeat A, for if they succeed they will have euchred 
him, and each will be entitled to score two points. 
But suppose that A succeeds in taking five tricks. 
He will have made a march in that case, and can 
score three points. The game will now stand : three 
points for A and nothing for the others, with B to 
deal. Suppose that B takes up the trump after A and 
C have passed it. Now it is to A's interest to euchre 
B ; for in that event A could score two points, and 
win the game. But it is not to C's interest to euchre 
B, because such a euchre would put A out of the 
game, and would defeat C as well as B. Therefore 
C must play to prevent a euchre, but at the same 
time endeavor to keep B from making more than one 
point. Suppose that B makes but one point. The 
game will then stand : A 3 points, B 1, C o, with C to 
deal. A and B pass the trump, and C takes it up. 
It is still to A's interest to euchre C, for that would 
win him the game. But it is to B's interest to pre- 
vent this euchre, for the reason that it would give the 



54 EUCHRE. 

game to A. C makes a point, and the game stands : 
A 3, B i, C i, with A to deal. B orders up the 
trump, and makes a point. The game will then stand : 
A 3, B 2, C i, with B to deal. A is still trying to 
euchre B in order to win. C's position is changed, 
however, inasmuch as he must now play to prevent B 
being euchred and at the same time to prevent B from 
making a march, for in either case C would lose the 
game. B makes one point, and the game stands : A 
3, B 3, C i, with C to deal. A and B will now com- 
bine to euchre C, for in that event the game would be 
ended, and they would both win, as each of them 
could score two points. But suppose that in spite of 
this combination against him, C should make a inarch. 
The game will then stand : A 3, B 3, C 4, with A to 
deal. Now if A should make a point on his deal, and 
B should make a point on his, the game would stand : 
A 4, B 4, C 4, with C to deal. Now if either A or B 
should order up the trump, or C should adopt it, the 
other two would combine to euchre him, for therein 
lies their only salvation. But if A and B were to pass 
the trump, and C should find his hand very weak, he 
could avoid the certainty of a euchre by turning down 
the trump and thus throwing the responsibility of 
making the trump upon one of his opponents. And 
these in turn may avoid the same responsibility by 
passing the making until a new deal is assured, and 
even then the same process may be continued indefi- 



THREE-HANDED EUCHRE. 55 

nitely until some one holds a hand strong enough to 
take the risk. 

In the event of a euchre when the game stands as 
last quoted, the two parties making the euchre will 
win equally ; and each has the right to score a game. 

And so, too, if one had four points and the other 
three, and they were to euchre the third player, they 
would both win equally ; and each would be entitled 
to score a game without the one having four points 
taking precedence of the one having three. The rea- 
son for this is, that their combined efforts produced 
the euchre ; and, as they share the proceeds equally, 
neither has the right to score before the other. There- 
fore they are supposed to score simultaneously ; and 
as each scores two points, all that are necessary to 
complete the five points requisite for the game, they 
win simultaneously. 

It will be seen from this that the individual interests 
in three-handed Euchre are diverse, complex, and 
various, as the game progresses. 

The player making or adopting a trump in three- 
handed Euchre really plays alone, for he always has his 
opponents combined against him out and out or in a 
degree. It requires, therefore, a stronger hand to order 
up, make, or adopt a trump in three-handed Euchre 
than in either the four-handed or two-handed games. 

In three-handed Euchre the deal is decided by 
cutting, as in every other form of Euchre, 



56 EUCHRE. 

The deal is made to the left, giving to each player 
in turn two cards and then three, or three and then 
two. 

The eldest hand must lead, and each of the other 
two players must play a card to that led. The three 
cards thus played constitute a trick. 

If the player ordering up, making, or adopting the 
trump takes three or four tricks only, he is entitled to 
score one point. 

If such a player fails to take three points, he is 
euchred ; and his opponents are entitled to score two 
points each. 

If such a player takes all five of the tricks, he has 
made a march, and is entitled to score three points. 
Some authorities hold that a march in three-handed 
Euchre should count only two points, but the best 
usage of to-day allows three points for a march ; and 
as that compensation seems to me to be both logical 
and just, I embody it here. 

The joker can be and is often used in three-handed 
Euchre. Laps and slams, however, are not commend- 
able, because they make the complicated and con- 
stantly changing interests of the game too complex 
and cumbersome. 

In all other particulars the rules of the regular four- 
handed game of Euchre govern the three-handed 
game. 



CHAPTER VIII. 

Progressive Euchre. 

We now come to a form of Euchre which has at- 
tained vast popularity in social circles, not because it 
requires greater skill to play it, but because its character 
is so generally and thoroughly sociable. Progressive- 
Euchre parties are agreeable alike to the expert Euchre- 
player and to the novice : for, while the former would 
doubtless prefer a well-contested rubber in a quiet 
corner, he will find here such accompanying diversion 
that he will be tempted to forgive the lack of skill that 
he will find in both partners and adversaries ; on the 
other hand, the novice will find his ignorance shielded 
to a degree by the jollity and merriment that usually 
prevail on such occasions. Indeed, Progressive Euchre 
is generally but little more than the pretext for the 
congregation of good-natured people for an evening's 
amusement. 

The game is really regular Euchre played by an un- 
usual number of people, who constantly change their 
tables and partners in regular order. Hence the 
name. 



58 EUCHRE. 

The first thing necessary for a game of Progressive 
Euchre is the selection of a congenial company. After 
that the tables must be arranged in order, and num- 
bered from one upwards to as many as are needed ; 
and the number needed equals the number of players 
divided by four, as four players occupy each table. 

After the tables have been arranged, the partners 
are allotted. A simple and effective way of doing this 
is to mark cards or slips of paper with the numbers 
of the tables, and place two of each number in two 
separate bags or baskets, — one for the ladies, and 
the other for the gentlemen. It is presumed in this 
arrangement that an equal number of each sex is 
present. Then let each player draw a card or slip. 
He or she will find the number of his or her table 
written thereon, and must be seated accordingly • for 
instance, if a player draws a card marked No. i, he 
knows that his place is at the first table. No. 2 means 
the second table, etc. The result will be that two 
gentlemen and two ladies will be found at each table. 
Of these a lady and a gentleman should play as part- 
ners against a lady and a gentleman. 

When the partners have been seated at their respec- 
tive tables, the game begins, the rules of the regular 
four-handed Euchre governing the progressive game. 

The joker may be used if it be agreed upon before 
the game begins ; but lone hands, laps, slams, jambone 
and jamboree are barred. The object of barring lone 



PROGRESSIVE EUCHRE. 59 

hands is to make all the games at the respective 
tables as nearly equal in point of time as possible. 

The players at table No. i, or the "head table " as 
it is usually called, govern the game so far as the time 
for playing each game is concerned. That is, when 
the players at the head table have completed their 
game, all the players at the other tables must stop 
whether they have completed their games or not. In 
order to facilitate matters, the head table is furnished 
with a bell, which must be rung when the game at 
that table is finished. At the sound of this bell the 
play at all the other tables must stop, no matter what 
the status of the game may be, and the several winners 
must progress. 

Progression means simply the act of the winners of 
a game going from a lower to a higher table, and 
there changing partners. The highest table is the 
head table, or No. i, the next highest is No. 2, and 
so on down through the entire number of tables that 
may be in use ; the greater the number marking each 
table, the lower the table in progression. For exam- 
pie, suppose that there are four tables in use, and 
that they are numbered respectively 1, 2, 3, and 4. 
No. 1 will be the first or head table, and No. 4 will be 
the lowest. 

When the players at the head table have finished 
their game, they ring the bell. Instantly the play at 
the other tables ceases, and progression begins. The 



60 EUCHRE. 

winners at No. 2 progress to No. 1, where they find 
the losers in the game that has just been ended at 
No. 1. The players that have come up from No. 2 
must now change partners with the players remaining 
at No. 1, before the next game is played. For exam- 
ple, suppose that A and B progress from No. 2 to 
No. 1, and there find C and D. Ordinarily A and C 
will be men and B and D women, as a man and 
a woman always play partners in Progressive Euchre, 
when the number of men equals the number of women. 
Therefore, in the case cited, A would take D for his 
new partner, and C would take B, and they would form 
the quartet playing at the head table for the second 
game of the series. Now the two winners at No. 3 
must progress to No. 2, and change partners, and play 
with the defeated side remaining there. Likewise the 
winners at No. 4 must progress to No. 3, change 
partners with and play with the losers remaining at 
No. 3. And so the progression of the winners con- 
tinues from a lower table to a higher throughout the 
whole number of tables that may be in use, with the soli- 
tary exception of the winners at the head table or No. 
1 . These must progress to the lowest table, and change 
partners, and play with the losers whom they will find 
there. This completes the cycle ; and the game keeps 
revolving, as it were, the winners always progressing 
and changing partners, and the losers remaining sta- 
tionary, until the game ends. 



PROGRESSIVE EUCHRE. 61 

No play can be made at any table after the bell 
at the head table is rung. If a game at any table 
should be incomplete, the side having the most points 
are the accredited winners, and must progress to the 
next higher table. 

If the two sides at any table should be tied when 
the bell is rung, — that is, have an equal number of 
points each, — the tie must be settled by cutting 
the cards, the side cutting the lowest card having the 
right to progress and winning the game. Here, as in 
all phases of Euchre, ace is low. 

If the players at any table should finish their game 
before the bell is rung at the head table, they must 
wait until the winners progress, as only one game can 
be played between the soundings of the bell. 

The time for a game of Progressive Euchre should 
be fixed before the game begins, either by naming an 
hour at which the game shall stop, or by specifying 
the number of games that shall be played. Other- 
wise some of the players, particularly the losers, will 
prolong the game indefinitely. 

Each player is furnished with a blank card, upon 
which it is expected that he or she will keep a 
correct tally of the games won by himself or herself. 
These games are summed up in the end, and the 
player who is found to have won the greatest number 
is presented with a prize. The player having won 
the least number of games is also presented with a 
prize, which is known as the " booby " prize. 



62 EUCHRE. 

Ordinarily two first prizes are given, one to the 
lady winning the greatest number of games and one to 
the gentleman winning the greatest number of games. 
It also occurs sometimes, that second prizes are given 
respectively to the lady and gentleman coming out 
second best in the game. But the number of prizes, 
and their value, depend upon the means and inclina- 
tion of the host, who always furnishes them, unless the 
game be played by a regularly organized club, as is 
the case very often. In such an event the club is its 
own host, and can furnish as many and as costly prizes 
as it desires. 

It may occur in the formation of a Progressive 
Euchre party, when the ladies and gentlemen do not 
number equally, that two gentlemen or two ladies may 
have to play as partners. In that event, when such 
partners progress, and change partners, the change 
must be made by cutting the cards as in regular 
Euchre. 

A variation in Progressive Euchre is to count the 
points made and not the games. The bell at the head 
table still regulates the progression, and it is still rung 
at the completion of a game of five points by the 
players at that table ; but the players at the other 
tables may continue to play until the bell rings, even 
though one side may have made more than five points. 
When the bell rings, however, all playing stops, pro- 
gression ensues at once, and the partners are changed 



PROGRESSIVE EUCHRE. 63 

as before, the side at any table having the most points 
being the winners. But instead of counting games, 
each player keeps a correct tally of the points he 
has made, and the prizes are awarded according to 
the number of points, no account being taken of the 
games. The advantage of this method is that no 
breaks occur in the playing, and that it admits of the 
lone hand either ordinarily or in the railroad form as 
the players may agree. Its disadvantage is the cum- 
bersomeness of the tally. 



CHAPTER IX. 

Miscellaneous Variations. 

The variations of Euchre already given are the forms 
in which the game is most frequently met with. They 
illustrate the cardinal principles of the game, as well 
as its best and most popular elements. It is not sur- 
prising, therefore, that they should have encountered 
such general popularity. But there are still other 
variations of Euchre, some of which have been received 
with considerable favor, and some have been relegated 
to oblivion. Among the former is French euchre- 

French Euchre. 

In this form of Euchre only twenty-four cards are 
used, all below nines being thrown out. 

Four persons play the game, partners sitting oppo- 
site each other, as in the regular four-handed game 
of Euchre. 

The allotment of partners and the deal are decided 
by cutting, as in the regular game ; and the cards are 
dealt according to the rule already given, but no 
trump is turned. 



FRENCH EUCHRE. 65 

When the deal has been completed, each player, in 
turn, beginning with the eldest hand, has the right to 
bid for the privilege of naming the trump ; and that 
player making the highest bid is entitled to name the 
trump. For instance, if A and B are playing against 
C and D, and it is A's deal, with C holding the eldest 
hand, C has the first bid. He bids to make three 
tricks. B, who is A's partner, and therefore sits imme- 
diately to the left of C, must then bid or declare that 
he will not bid. But unless he bids more than three 
tricks, his bid is worthless ; for C has already bid 
three tricks, and B cannot supersede him without 
bidding more than three tricks. If B bids four tricks, 
however, he supersedes C in the right to make the 
trump. Then comes D's turn, and he must bid more 
than either C or B in order to make the trump. And 
finally, if none of the foregoing players has bid five 
tricks, the bid comes to A, who may name the trump 
by bidding higher than any other player. 

If any player, the eldest hand for instance, bids 
five tricks, that ends the bidding for that deal ; for 
five tricks are all that can be made, and no player has 
the right to bid exactly the same number of tricks 
that a preceding player has bid. In other words, if 
two or more players bid the same number of tricks, 
and no higher bid has been made, the right to name 
the trump belongs to the player first making that bid. 

Each player has but one bid for the trump. 



66 EUCHRE. 

When the trump has been disposed of to the highest 
bidder, and he has named it, the play begins with the 
eldest hand leading. The game then proceeds accord- 
ing to the rules of the regular four-handed game of 
Euchre, except so far as scoring and lone hands are 
concerned. Lone hands cannot be played. 

Should either side make more tricks than are bid, 
it cannot count the tricks in excess of the number 
bid. For instance, if a side bids three tricks, and 
makes five, it can count only three. 

A player winning the making of the trump by his 
bid must, with the assistance of his partner, make the 
number of tricks bid, or else be euchred. In the 
event of a euchre, the opposing side is entitled to 
score all that the side making the trump would have 
scored, had it been successful. For example, if a 
side bids five tricks, and fails to make them, the 
opposing side is entitled to score five points. 

Fifteen points constitute the game in French Euchre, 
and each trick counts a point. 

Napoleon. 

Napoleon is a French variation of Euchre, and in 
some respects resembles French Euchre. It is played 
with thirty-two cards, — all below the sevens being left 
out, — and by any number of players under seven. 

Each player plays for himself. 

The deal is settled by cutting, as in the regular 



NAPOLEON. 67 

game ; and the cards are dealt from right to left, two 
cards at a time to each player, and then three, or three 
at a time to each player, and then two. 

After the cards are dealt, no trump is turned ; but 
each player has a chance to bid, beginning with the 
eldest hand, and progressing in turn to the left until 
the dealer is reached, who has the last bid unless some 
other player shall have bid five points, and thus ended 
all competition. 

After the eldest hand has bid, each succeeding 
player must bid more, or pass. Or, to make the rule 
more comprehensive, each player must bid more than 
any preceding player, or pass. 

The player who bids to make the most tricks names 
the trump, and all the other players combine to defeat 
him. 

The player making the highest bid always leads. 
If he should lead a card without naming the trump, 
the card led is understood to be the trump. 

A player must make all the tricks he bids, or else 
be euchred. In the event of his making all the tricks 
he has bid, he is entitled to collect one chip for each 
trick from each of his opponents. But if he fails to 
make all the tricks he has bid, he must pay to each 
opponent one chip for each trick he bid. For in- 
stance, if a player bids three, and names the trump, 
and makes these three tricks, he can collect three 
chips from each of his opponents. But if he fails to 



68 EUCHRE. 

make three tricks, he must pay three chips to each 
of his opponents. 

The value of the chips must be settled by the players 
before the commencement of the game. 

If a player bids to make all five tricks, and succeeds, 
the payment from each of his opponents is double, or 
ten chips. This play is called Napoleon, 

In all cases where the bid is less than five tricks, the 
payment is one chip for each trick taken. 

If a player should bid any number less than five, 
and, after having made the number of tricks he bid, 
should continue to play, his opponents may compel 
him to play for the entire five tricks ; and in the event 
of his failure to make five tricks, he loses the game, 
and must pay five chips to each of his opponents. 
And even if he should succeed in making five tricks 
under these conditions, he would not be entitled to 
collect ten chips from each of his opponents, because 
he did not declare Napoleon, and did not set out with 
the intention of making all five tricks, as his bid shows. 
Therefore, if he succeeds, he can collect but five chips 
from each of his opponents. 

It will be seen from this, that a player should be 
careful not to lead a card after having made all the 
tricks that he has bid. He should then turn his cards 
down, and collect his winnings, as he has done all that 
he set out to do. 

Each player must play the number of tricks he bids, 



NAPOLEON. 69 

unless some other player out-bids him. He has but 
one bid, and he must stick to whatever he bids. 

A trick once turned cannot be examined until the 
end of the game. 

A revoke forfeits the game. 

In ail other particulars, — following suit, playing 
out of turn, exposed cards, etc., — the rules of the 
regular game of Euchre govern Napoleon. 

The number of cards used in playing Napoleon is 
sometimes varied according to the number of players 
engaged in the game. If four or less are playing, all 
cards below the nines are thrown out. If seven 
players should engage in the game, the sixes are 
added to the regular Euchre pack of thirty-two cards, 
so that there may be enough cards to give each player 
his complement. And it has happened, that, when 
six are playing, two of the sevens have been discarded 
so as to deal out the entire pack. These variations, 
however, depend entirely upon the humor of the 
players, the only absolutely necessary one being the 
addition of the sixes in order to allow seven players to 
engage in the game. 

Another variety of Napoleon is sometimes called 
" six-handed Euchre." Six players engage after hav- 
ing formed two partnerships of three members each. 
These partners are seated alternately, and the game is 
identical with French Euchre except in these par- 
ticulars : — 



70 EUCHRE. 

The game is usually twenty-five points. 

Two of the sevens are discarded from the pack, so 
that all the cards are dealt out. 

When a bid is made, the suit on which the bid 
is based must be declared ; but it is not necessary to 
lead the suit declared, although that suit is the trump 
suit, and must be remembered as such. 

The winning side can score no more than the 
number of tricks bid, although it may make more in 
playing out the hands. 

If the side making the bid fails to make the number 
of tricks bid, the opposing side scores the number of 
tricks bid. 

Set-back Euchre. 

The last and probably the least popular variation 
of Euchre, of which I shall treat, is known as Set-back 
Euchre. The name is derived from the character of 
the game, for any player failing to make what he 
undertakes is set back just that much in his score. 

Set-back Euchre may be played by two or more 
players, and the object of the game is to get rid of 
points ; each player starting out with a score of five 
points, and that player winning the game who first 
wipes out his score. 

Ordinarily the score at the commencement of the 
game is indicated by a cross, thus : X. As the pro- 
cess of "wiping out " developes, the centre of this cross 



SET-BACK EUCHRE. 71 

is first wiped away, leaving the four points to be 
wiped out one after the other. This method of scor- 
ing is rather primitive, to say the least ; and unless the 
players should have a board and a piece of chalk, or 
a slate and pencil, the practicability of wiping out 
would be decidedly questionable. There is really no 
legitimate reason for the existence of this cross to the 
exclusion of other methods of scoring; and as it 
savors rather of the bar-room than of genteel society, 
I would recommend numerals as being quite as effec- 
tive and fully as simple. 

As in three-handed Euchre, each player plays for 
himself; and when any player orders up the trump, or 
makes it, or takes it up, all the other players combine 
to defeat him. 

If a player adopts or orders up the trump, and 
takes three tricks, he is entitled to diminish his score 
by one point. If he makes a march, he may deduct 
two points from his score. But if he is euchred he 
is set back two points ; that is, two points are added to 
his score. 

If any player fails to take a single trick, he is set 
back one point. But if a player thinks his hand is so 
weak that he cannot. take a single trick, he may throw 
up his hand, and thus save himself from being set 
back. 

Sometimes the interest in Set-back Euchre is ertr 
hanced by making a pool to be won conjointly with 



72 EUCHRE. 

the game. This is done by each participant placing a 
chip in the pool at the beginning of the game. The 
value of these chips may be any thing that the players 
agree upon. Whenever any player is euchred, he has 
to put an additional chip in the pool, and at the close 
of the game the winner takes every thing. 

Like most other games at cards, Set-back Euchre 
has its variations, although it is a variation itself. 
Sometimes it is allowed a player to " declare " to take 
all the tricks, and if he accomplishes this to give him 
the game, no matter what his score may have been 
previous to the time of "declaring;" but if this 
player fails to take all the tricks as he " declared," 
he is set back just as many points as he had previous 
to his " declaration." For instance, if a player has a 
score of six points, and he " declares," and makes all 
the five tricks, he wins the game and the pool ; but 
if he fails to take all the five tricks, he is set back 
six points, making his score twelve, and he must pay 
another chip into the pool besides. The player who 
declares to take all the five tricks has the privilege of 
making the lead, unless he should be the dealer, to 
whom this privilege is denied. 

Still another variation of Set-back Euchre stipulates 
that when any player is euchred, he is not only set 
back two points, but his adversary or adversaries, as 
the case may be, are allowed to deduct two points 
from their score. 



SET-BACK EUCHRE. 73 

When Set-back Euchre is played for a monetary- 
consideration, it sometimes happens that the players 
will agree to pay a certain sum to the winner for 
every point that each has to go when the game ends. 
This is usually in addition to the amount staked on 
the issue of the game. For instance, if the amount 
staked on the game should be two dollars for each 
player, the agreement for points would probably not 
be more than twenty-five or fifty cents for each point. 
Even at this rate, however, the tax might be heavy, as 
each loser must have at least one point to wipe out 
when the game ends, and some of them generally 
have many more. 

But these variations, as in the case of all variations 
that have not become fundamental laws by usage, can- 
not be played unless agreed upon by the players 
previous to the opening of the game. 



CHAPTER X. 

Points in Euchre. 

Always make a definite agreement, before the game 
begins, as to the form of Euchre you are to play. 
This will prevent misunderstandings and discussions 
after the game begins. 

Always pay close attention to the game. It will not 
only make you a good player, but a desirable one. 
Nothing is so tedious and annoying as a person at a 
Euchre table, who never knows what the trump is, 
whose lead it is, what was led, etc. 

In two-handed Euchre, always lead your strongest 
trumps first until you have taken two tricks. Then if 
your adversary has not refused your trump suit, and 
you have a third trump left, hold that trump in your 
hand, unless it is the best trump out, and lead your 
strongest lay card. But if your adversary has refused 
trumps, then continue to lead your trumps as long as 
they last. For instance, if you have ordered up the 
trump on the two bowers and the king, and your adver- 
sary has followed suit to both your bowers, do not lead 



POINTS IN EUCHRE. 75 

the king ; for he may have the ace, and in that event 
would take the trick, gain the lead, and probably 
euchre you. Lead one of your lay cards, and thus 
force him to trump. More players have been euchred 
by attempting to make marches on hands that were 
good for three tricks, but not for five, than from any 
other cause. Be content with one sure point, or else 
you may be euchred in attempting to make two that 
are uncertain. 

In the two-handed game the deal is considered as 
being equal to a point. Therefore you are reasonably 
safe in taking up the trump on almost any hand that 
is not worthless on its face. 

In three-handed Euchre, remember that the player 
who orders up, adopts, or makes the trump has to 
play against the combined strength of his adversaries. 
Therefore it requires a practical lone hand to order 
up, adopt, or make the trump in this form of the 
game. 

In four-handed Euchre, never trump your partner's 
winning cards. Throw away your poor cards on 
them. 

Ordinarily do not order up a trump unless you are 
reasonably certain that you can make three tricks. 

But if the game stands four and four, and you are 
the eldest or third hand, and in your cards there is no 
chance of making a more satisfactory trump than the 
one turned up, order up the trump. For, if the trump 



7 6 EUCHRE, 

should be turned down, you would be just as badly 
off as before ; whereas, if you ordered up the trump, 
and were euchred, your adversaries would do no more 
than they would in the event of your allowing them 
to make the trump. 

If you have the position of eldest hand, and hold 
both bowers and another large trump of the suit turned 
up by the dealer, and at the same time one or two 
cards in the same color as the trump suit, pass. For, 
if the dealer should take up the trump, you can euchre 
him ; and if he should turn it down, you have the first 
opportunity and a strong hand to make the trump. 

When your side has four points, and you are reason- 
ably certain of making one point, always order up. 

When you occupy the position of third player, do 
not order up unless you have a strong hand ; for your 
partner has shown weakness by passing. Besides this, 
if the trump should be turned down, your partner will 
have the first chance to make the trump. 

Always assist when you are reasonably certain of 
winning two tricks. When the game is close, and 
nearly ended, assist on a weaker hand ; for the eldest 
hand has shown weakness by passing. 

Consider the condition of the game before taking 
up a trump on any thing but a strong hand. If the 
dealer's side should have four points, and his oppo- 
nents but one or two, he might turn down the trump 
without materially injuring his chances of winning 



POINTS IN EUCHRE. 77 

the game. But if the reverse were the score, the 
dealer would be warranted in taking up the trump on 
a comparatively weak hand. If the game stands four 
and four, it is better to take up the trump than to give 
your opponents a chance to make it. But if the game 
stands three and three, be very careful about taking 
up the trump ; for a euchre would lose you the game. 

In making the trump, if you are the eldest hand, 
always make it next in suit to the card turned down 
if you can possibly do so, and thereby do justice to 
your hand. The reason for this is, that both your 
adversaries have shown weakness in the suit turned 
up, and therefore it is probable that they have neither 
bower of the next suit. Of course, if you have a 
strong hand in a cross suit, play that suit. 

If you are the dealer's partner, and have a chance 
to make the trump, cross the suit from that turned 
down. For, if the dealer had had either of the bowers 
of the turned-down suit, he would probably have 
taken up the trump. Being obviously weak in both 
the suit he turned down and the next suit, his strength, 
if he has any, must be in the cross suit. 

Ordinarily, if you hold the eldest hand, and a red 
card is turned down, make the trump red ; if it is 
black, make it black. If you are the dealer's partner, 
make the trump black when "a red card is turned down, 
and vice versa. 

Be careful about making the trump when your 



78 EUCHRE. 

adversaries have three points, for a euchre will put 
them out. 

In discarding, put away your odd cards. For in- 
stance, if you hold in your hand the ace and seven of 
hearts and the king of spades, all lay cards, throw- 
away the king ; for there is no certainty of its taking 
a trick. But the ace guards the seven, and being led 
might exhaust the heart suit, which would leave the 
seven good. 

If you have three cards to discard from, two of one 
suit and one of another, discard the single card, so as 
to give your trumps better scope. 

If you have but two cards to discard from, and they 
are both of the same denomination, but different color, 
— tens, for example, — retain the one that is the same 
color as the trump that you are adopting; for it is 
probable that your adversaries are stronger in the 
cross suits, and therefore more likely to capture the 
£ross-suit card. 

The lead is always important. 

If you hold commanding cards, no matter what 
your position may be, lead them at your first oppor- 
tunity, so as to make a march ; on the other hand, if 
you are only strong enough to make a point, lead your 
other cards. 

If you are the eldest hand, and the dealer's partner 
assists, it is sometimes well to lead a trump, as such 
a play may exhaust the dealer's hand of trumps, and 



POINTS IN EUCHRE. 79 

leave him to the mercy of a strong suit of lay cards. 
The eldest hand, however, must judge from the 
strength of his lay cards, whether or not he will do 
this. 

If the dealer voluntarily adopts the trump, the 
eldest hand should lead any thing but trumps. 

When your partner makes the trump, or takes it up, 
always lead him the best trump you have, and as soon 
as you possibly can. 

If your partner should have the right bower turned, 
lead a small trump as soon as you can. 

When opposed to a lone hand, lead your best lay 
card. This will prevent your partner from retaining 
the same suit as yourself. 

In playing a lone hand, always lead your command- 
ing trump cards first. If you hold only enough com- 
manding trumps to make two tricks, and then hold a 
small trump and two lay cards, lead one of your best 
lay cards. If this wins, then follow with your trump. 

When you have three small trumps and command- 
ing lay cards, and wish to euchre your opponents, lead 
your trumps. 

Never play to win the lead when your partner has 
made or adopted the trump, unless you have enough 
commanding cards to make a march. 

If you have lost the first two tricks, and secured the 
third, and hold a trump and a lay card, lead the trump, 
as it is ,your only chance either to make or save a 



8© EUCHRE. 

euchre. However, if your partner has adopted the 
trump, or you have assisted him, and he still holds the 
trump card in his hand, you should lead the lay card 
instead of the trump, trusting to your partner to trump 
it, unless your trump should be larger than your part- 
ner's, and your lay card should be an ace or a king. 
In that case, lead your trump, and trust to your large 
lay card to win the last trick. 

In playing lone hands, the eldest hand and the dealer 
have the best of it, because it is an advantage in play- 
ing alone to have the lead, or to have the last play on 
the first trick. Therefore the eldest hand and dealer 
may attempt to play alone on weaker hands than the 
other players. 

When an opponent, playing alone, trumps a suit 
played by either you or your partner, throw away all 
cards of that suit at every chance you have. 

In opposing a lone hand, if your partner throws 
away high cards of any suit, retain your best card of 
that suit unless it be at the sacrifice of an ace ; for 
you may be sure your partner is holding high cards 
of another suit. 

When your side is one, and your opponents are 
four, you can afford to attempt to play alone on a 
weaker hand than if the score were more even. 

If your partner orders up; adopts, or makes the 
trump, and you hold either bower alone, trump with it 
at the first opportunity. 



POINTS IN EUCHRE. 81 

When you cannot follow suit or trump, throw away 
your weakest cards. 

If your partner leads a lay ace, do not trump it. 

When playing second, consider well before you 
trump a small lay card, as your partner will probably 
be able to take the trick. 

When you hold a card next above the turn-up card, 
your partner assisting, trump with it the first oppor- 
tunity. 

As third player, always trump with medium cards or 
better, as this forces the high trumps of the dealer. 

The " bridge " is something of which every Euchre 
player should know. It is that condition of the game 
when one side has made four points and the other but 
one, with the deal in the hands of the weaker side. 
Under these conditions it is the duty of the eldest 
hand to order up the trump if he is not strong enough 
to prevent the successful playing of a lone hand. To 
prevent a lone hand, a right bower or a left bower 
guarded is necessary. If the eldest hand has neither 
of these, he must order up the trump and submit to a 
euchre. The theory of this rule is, that it is better to 
lose two points by a euchre under the condition of the 
score, than to take the chance of either of the oppo- 
nents playing a lone hand and winning the game. 
For if the opponents did make a euchre, the score 
would then stand four to three in favor of the eldest 
hand, and as he would have the next deal, its percent- 



82 EUCHRE. 

age would probably give him the necessary point to 
complete the victory. If the eldest hand can prevent 
the successful playing of a lone hand, however, he 
should always pass, unless his hand should be strong 
enough to order up the trump and make the point 
needed. If the eldest hand should pass at " the 
bridge," his partner will know that he is strong enough 
to prevent a lone hand. Therefore if the partner of 
the eldest hand should have a reasonably strong hand, 
he should order up the trump, but not otherwise. 
Generally it will be found that the eldest hand should 
order up at the bridge, and that the weaker his hand 
the more urgent the necessity of his ordering up. 

These points are familiar to everybody that has 
made a study of Euchre, but they are none the less 
valuable for that ; and while they may seem trite to old 
players, they will prove of the greatest benefit to begin- 
ners. Some people hold very justly that excellence in 
card-playing comes only with practical experience. I 
am as firm a believer in that doctrine as any one, but 
at the same time I think that the novice who carefully 
reads the fundamental principles and studies the laws 
of Euchre as given here will have received such a 
start towards that excellence in playing, as could not 
have been otherwise acquired in any thing like so short 
a time. 



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